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GRAPP 2006 Abstracts |
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Conference
Area 1 - Geometry and Modeling
Area 2 - Rendering
Area 3 - Animation and Simulation
Area 4 - Interactive Environments
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Area 1 - Geometry and Modeling |
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Title: |
LAG CAMERA: A MOVING MULTI-CAMERA ARRAY FOR SCENE
ACQUISITION |
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Author(s): |
Daniel G. Aliaga, Yi Xu and Voicu Popescu |
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Abstract: |
Many applications, such as telepresence, virtual
reality, and interactive walkthroughs, require a three-dimensional (3D)
model of real-world environments. Methods, such as lightfields, geometric
reconstruction and computer vision use cameras to acquire visual samples
of the environment and construct a model. Unfortunately, obtaining models
of real-world locations is a challenging task. In particular, important
environments are often actively in use, containing moving objects, such as
people entering and leaving the scene. The methods previously listed have
difficulty in capturing the color and structure of the environment while
in the presence of moving and temporary occluders. We introduce a new
class of cameras called lag cameras. The main concept is to generalize a
camera to take samples over space and time. Such a camera, can easily and
interactively detect moving objects while continuously moving through the
environment. Moreover, since both the lag camera and occluder are moving,
the scene behind the occluder is captured by the lag camera even from
viewpoints where the occluder lies in between the lag camera and the
hidden scene. We demonstrate an implementation of a lag camera, complete
with analysis and captured environments. |
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Title: |
LP FITTING APPROACH FOR RECONSTRUCTING PARAMETRIC
SURFACES FROM POINTS CLOUDS |
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Author(s): |
Thibault Marzais, Yan Gerard and Rémy
Malgouyres |
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Abstract: |
We present a method to reconstruct a surface from a
group of points, each one given with two parameters. The kind of
reconstructed surface can be a Bezier surface, a B-spline surface or any
surface generated by a basis of functions. The usual method involved in
such a reconstruction is the least squares approach. Our original fitting
method called LP-fitting uses a linear program for minimizing the uniform
error instead of the quadratic error considered in least squares.
Experimental results comparing both approaches show that the surface
obtained by LP-fitting is usually closer (from a uniform point of view)
from the the initial points cloud than the surface obtained by least
squares. |
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Title: |
ADAPTIVE LEVEL OF DETAIL WITH OCCLUSION
CULLING |
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Author(s): |
Hermann Birkholz and Stefan Rahn |
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Abstract: |
Many techniques have been developed in order to
accelerate the visualization of large triangle meshes. Level of Detail
techniques can be used to create view-dependent approximations of wide
range scenes with low occlusion, such as landscapes. For highly occludes
scenes there exist many occlusion culling techniques, which cull occluded
parts of the scene before rendering. This can drastically speed up the
visualization of such scenes but wont improve rendering of wide non
occluded scenes. In this paper we will combine both acceleration methods.
We present a new approach, which combines the benefits of Level of Detail
rendering and of Occlusion Culling, in order to minimize their drawbacks.
The technique adds occlusion as a view-dependence criterion for Level of
Detail rendering and is even able to optimize the refinement of self
occluding meshes. |
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Title: |
A GEOMETRIC REPRESENTATION FOR THE REAL-TIME SIMULATION
OF NC MACHINING PROCESSES |
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Author(s): |
Aitor Moreno, Carlos Toro, Iosu Arizkuren, Alvaro
Segura, Jorge Posada, Marcelino Novo, Juanjo Falcón and Nieves
Alcaín |
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Abstract: |
In this paper we present a level-based representation
used in the implementation of a real-time material removal simulator,
whose principal feature is to be embedded into a commercial NC machine
where the hardware capabilities are limited. The representation and its
supporting architecture is used for the generation of an interactive
simulation of the actual machined part taking as input the NC machine
feedback with the following features: i) The virtual and real simulations
must be synchronized, ii) the internal representation of the objects must
be as exact and accurate as possible and iii) the graphical quality should
be acceptable, taking into account the graphics hardware restrictions (12”
monitor, 800x600 pixels, with simple hardware acceleration). The mentioned
representation was implemented in the frame of a research project,
allowing the evaluation of the architecture with some results presented in
this paper. The results confirm the hypothesis that the current
implementation simulates low and medium complexity models synchronously.
More complex models require some tuning of the simulation parameters in
order to be correctly simulated. |
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Title: |
ADAPTIVE CONSTRAINT AND 3D SKETCH-BASED DEFORMATION FOR
INTERACTIVE FREE FORM SURFACE STYLING |
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Author(s): |
Li Han, Raffaele De Amicis and Giuseppe
Conti |
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Abstract: |
This paper tries to answer to the increasing demand in
the domain of conceptual design for more intuitive methods for creating
and modifying free-form curves and surfaces. This is done by addressing
the issue of physical-based shape control by free hand spline sketching
instead of the tedious mathematical parameters adjustment. We present a
novel approach capable of matching the designer’s requirements in terms of
quality and accuracy of the produced model. The algorithm adopts a simple
3D sketching technique and a finite element deformation method to create
free-form models. In the method proposed the user applies interactive
sculpting to modify a surface in a predicable way. Our algorithm
automatically extracts the key points from sketched target curve and
adaptively distributes the external-force constraints which impose the
force energy on the corresponding control vertexes along their normal. We
have limited the influence of these constraints to a localized area by
attaching an influence factor to each control vertex of the parent
surface. The smoothing function introduced later further solves the
transition interval and it provides for symmetry features. This proposed
method is finally implemented in a 3D scene environment and the results
show how the designers intuitively and exactly control the shape of the
surface. |
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Title: |
DISCRETE TOOLS FOR VIRTUAL SCULPTURE |
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Author(s): |
Xavier Heurtebise and Sébastien Thon |
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Abstract: |
In a virtual sculpture project, we represent the matter
to be sculpted as a set of volume elements (voxels). Sculpture operations
of subtraction and addition are applied on these voxels with tools with
various shapes and sizes. A major advantage of our system is that sculpted
objects can then be used as new tools, because the same model is used for
both objects and tools. This is a multiresolution model based on a 3D
wavelet transform. We take advantage of the levels of details to speed up
display and sculpture. However, using discrete models for objects and
tools leads to three problems: important computation time, aliasing when
tools are rotated, and how to perform sculpture operations between
discrete objects and tools with different orientations and sizes. In this
paper, we describe our model and then propose solutions to these problems
that allow real-time performance. |
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Title: |
COLLABORATION ON SCENE GRAPH BASED 3D DATA |
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Author(s): |
Lorenz Ammon and Hanspeter Bieri |
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Abstract: |
Professional 3D digital content creation tools, like
Alias Maya or discreet 3ds max, offer only limited support for a team of
artists to work on a 3D model collaboratively. We present a scene graph
repository system that enables fine-grained collaboration on scenes built
using standard 3D DCC tools by applying the concept of collaborative
versions on a general attributed scene graph. Artists can work on the same
scene in parallel without locking out each other. The artists' changes to
a scene are regularly merged to ensure that all artists can see each
others progress and collaborate on current data. We introduce the concept
of indirect changes and indirect conflicts to systematically inspect the
effects that collaborative changes have on a scene. Inspecting indirect
conflicts helps maintaining scene consistency by systematically looking
for inconsistencies at the right places. |
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Title: |
USING RAY INTERSECTION FOR DUAL
ISOSURFACING |
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Author(s): |
Jaya Sreevalsan-Nair, Bernd Hamann and Lars
Linsen |
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Abstract: |
Isosurface extraction using ``dual contouring''
approaches have been developed to generate a surface that is ``dual'' of
the isosurfaces generated using marching cubes (MC) method. These
approaches address some shortcomings of the MC methods including
feature-detection within a cell and better triangles. One approach for
preserving ``sharp features'' within a cell is to determine isosurface
points inside each cell by minimizing the quadric error functions (QEF).
However, this category of methods is constrained in certain respects such
as finding just one isosurface point per cell or requiring ``Hermite''
data to calculate an isosurface. We present a simple method based on the
MC method and the ray intersection technique to compute isosurface points
in the cell interior. One of the advantages of our method is that it does
not require Hermite data, i.e., the discrete scalar values at vertices
suffice. We compute ray intersections to determine isosurface points in
the interior of each cell, and then perform a complete analysis of all
possible configurations to generate a look-up table for all
configurations. Since complex features (e.g., tunnels) tend to be
undersampled with ``dual'' points sufficient to represent sharp features
and disjoint surfaces within the cell, we use the look-up table to
optimize the ray intersection method to obtain minimum number of points
necessarily sufficient for defining topologically correct isosurfaces in
all possible configurations. The points are further connected using a
simple strategy. |
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Title: |
SILHOUETTE DETECTION FOR ADAPTIVE POLYGONAL MESH
SIMPLIFICATION USING DISTANCE TRANSFORMS |
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Author(s): |
Susana Mata, Luis Pastor and Angel
Rodríguez |
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Abstract: |
Distance Transforms have proven to be useful for many
image processing applications. Nevertheless, the have only recently
started to be used in computer graphics environments. The goal of this
paper is to propose a new technique based on Distance Transforms for
detecting mesh elements which are close to the objects' external contour
(from a given point of view), and using this information for weighting the
approximation error which will be tolerated during the mesh simplification
process. |
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Title: |
SIMPLE AND EFFICIENT TOOLS FOR VIRSCULPT |
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Author(s): |
Romain Raffin, Guillaume Thibault and Gilles
Gesquière |
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Abstract: |
Numerous papers are describing methods for virtual
sculpture which simulate real behaviours in a virtual environment. During
the sculpture process, the artist does not have to be disturbed by the
latency of an interaction between the object he works on and the tool he
uses. Existing data structures or multiprocessing enhancements are first
ways to overcome this problem. We choose to focus our work on the
interaction between an object and a tool in order to improve the modelling
process, even if the data model used is kept simple. |
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Title: |
SURFACE CONSTRUCTION USING TRICOLOR MARCHING
CUBES |
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Author(s): |
Shaojun Liu, Jia Li and Xiaojun Jing |
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Abstract: |
This paper presents a new marching cubes (MC) method
for 3D surface construction. The proposed method allows cell vertex whose
value equal the threshold lie on the surface. The simulation results show
that our solution gives good results. |
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Title: |
A COMPARISON OF CYLINDRICAL PASTING METHODS
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Author(s): |
Shalini Aggarwal and Stephen Mann |
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Abstract: |
In this paper, we study six different boundary control
point mappings for cylindrical surface pasting and compare the resulting
pasted surfaces for $C^0$ join continuity. All six methods are
algorithmically simple with low computational costs, requiring minimal
computation aside from surface evaluation. The results demonstrate an
order of magnitude quality improvement for some of our methods on a
convex-only curved base, however, as the complexity of the base surface
increases all methods show similar performance. |
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Title: |
DATA PROCESSING AND COMPACT REPRESENTATION OF MEASURED
ISOTROPIC SPECTRAL BRDF |
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Author(s): |
Huiying Xu |
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Abstract: |
This paper presents the methods for both data
processing and compact representation of measured isotropic spectral BRDF.
For the data processing, we develop a numerical method for filtering the
noises, re-sampling the data from non-uniform sampling to uniform
sampling, and interpolation. For the compact representation, we propose a
method to represent the spectral BRDF in both the spectral and spatial
domains. In spectral domain, for each pair of the incident and outgoing
directions, we represent the spectral BRDF with Fourier coefficients. For
all the outgoing directions of a given incident direction, we represent
the same-order Fourier coefficients either directly using a linear
combination of spherical harmonics or a linear combination of spherical
harmonics and a Gaussian, depending on their angular dependencies. Three
Gaussian expressions are presented. Numerical studies are given for a
measured isotropic spectral BRDF. |
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Title: |
EFFICIENT RENDERING OF HIGH-DETAILED OBJECTS USING A
REDUCED MULTI-RESOLUTION HIERARCHY |
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Author(s): |
Mathias Holst and Heidrun Schumann |
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Abstract: |
In the field of view-dependant continuous level of
detail of triangle-meshes it is often necessary to extract the current LOD
triangle for triangle. Thus, triangle strips are only of very limited use,
or only usable with a high effort. In this work a method is proposed that
allows a stepwise reduction of a highly graduated LOD hierarchy by merging
nodes. The result of this process is a reduced hierarchy, which allows the
extraction of many neighbored static triangles in one step, so that
triangle strips are applicable more efficiently. We show that this results
in a significant decimation of processed vertices. |
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Title: |
AN INTERACTIVE METHOD FOR REFRACTIVE WATER CAUSTICS
RENDERING USING COLOR AND DEPTH TEXTURES |
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Author(s): |
Nuttachai Tipprasert and Pizzanu
Kanongchaiyos |
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Abstract: |
Realistic rendering of underwater scenes is one of the
most anticipates research topics in computer graphics. Caustics are the
important component enhancing the realism of this kind of scenes.
Unfortunately, rendering caustics is a time consuming task, as a result,
most existing algorithms cannot handle this at interactive rate. In recent
years, the volumetric texture based rendering algorithms has been proposed
which can render the underwater scene with caustics in real-time. However,
these algorithms require large amount of memory and be restricted to
non-complex scene. In this paper we present a new interactive caustics
rendering algorithm which require less memory usage. In our proposed
method, we represent each object as a pair of color and depth texture.
Color texture is used to store the object image viewed from viewing rays
which refracted at water surface. We calculate the light intensity
distribution on this image and store the result back to the color texture.
The depth texture is used in the intensity calculation process to improve
accuracy of the caustics patterns. Our experiment shows that proposed
algorithm can handle complex underwater scene with caustics at interactive
time rate. While using a pair of color and depth in stead of volumetric
texture, we can reduce memory usage significantly. |
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Title: |
ALGEBRAIC CURVES IN PARALLEL COORDINATES – Avoiding the
“Over-Plotting” Problem |
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Author(s): |
Zur Izhakian |
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Abstract: |
Until now the representation (i.e. modeling) of curve
in Parallel Coordinates is constructed from the point <--> line
duality. The result is a "line-curve" which is seen as the envelope of
it's tangents. Usually this gives an unclear image and is at the heart of
the "over-plotting" problem; a barrier in the effective use of Parallel
Coordinates. This problem is overcome by a transformation which provides
directly the "point-curve" representation of a curve. Earlier this was
applied to conics and their generalizations. Here the representation, also
called dual, is extended to all planar algebraic curves. Specifically, it
is shown that the dual of an algebraic curve of degree n is an algebraic
of degree at most n(n - 1) in the absence of singular points. The result
that conics map into conics follows as an easy special case. An algorithm,
based on algebraic geometry using resultants and homogeneous polynomials,
is obtained which constructs the dual image of the curve. This approach
has potential generalizations to multi-dimensional algebraic surfaces and
their approximation. The "trade-off" price then for obtaining planar
representation of multidimensional algebraic curves and hyper-surfaces is
the higher degree of the image's boundary which is also an algebraic curve
in ||-coords. |
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Title: |
SURFACE SIMPLIFICATION GUIDED BY
MORPH-TARGETS |
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Author(s): |
Uwe Berner and Thomas Rieger |
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Abstract: |
Many effective automatic surface simplification
algorithms have been developed. These automatic algorithms create very
plausible results in many cases, but at very low levels of detail they do
not preserve the visual appearance of the original model very well. This
could be improved if surface simplification algorithms were able to make
use of semantic or high-level meaning of models. The idea of
morph-target-based surface simplification is to use distance information
inside the morph-targets to acquire the relative importance of different
surface regions without user guidance. Using this additional input the
model is simplified by using modified quadric error metrics. |
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Title: |
OUT-OF-CORE CONSTRUCTION AND 3D VISUALIZATION OF
LEVEL-OF-DETAIL TERRAINS POPULATED WITH LARGE COLLECTION OF HETEROGENEOUS
OBJECTS |
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Author(s): |
Anupam Agrawal, M. Radhakrishna and R.C.
Joshi |
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Abstract: |
Interactive visualization of very large scale terrain
data in scientific visualization, GIS or simulation and training
applications is a hard problem. The grid digital terrain elevation and
texture data models are not only too large to be rendered in real-time but
also exceed physical main memory capacity. Therefore to avoid excessive
paging in virtual memory, the terrain data must be maintained on disk and
dynamically loaded into main memory as required by the rendering
algorithm. Further to bring photorealism in visualization, it is required
to place multiple collections of man-made objects such as buildings,
lampposts etc. as well as natural objects such as trees, grass etc. on top
of the terrain surface. In this paper we have proposed an integrated
approach for effective out-of-core visualization of terrains populated
with large collection of discrete, static heterogeneous objects. We have
developed an efficient tile-based out-of-core view-dependent Level of
Detail (LOD) mesh simplification algorithm for real-time rendering of
large terrains. Instead of manipulating individual triangles, the
algorithm operates on clusters of geometry called blocks of aggregate
triangles. Hence the amount of work CPU must perform is greatly reduced.
The formation of long triangle strips for LOD blocks also solves the
CPU-to-Card bandwidth problem. The tile-based multiresolution terrain
geometry framework has been extended to support large geospecific
satellite or aerial imagery textures. To display large collection objects
over the terrain while maintaining the real-time frame rate, an efficient
object handling method has been proposed using paging technique and object
instantiation. User is allowed to control the objects locations, scales
and orientations. Multitexturing scheme has been employed to blend
geotypical detailed textures representing features such as grass or stone
with the geospecific imagery. The algorithms have been implemented using
Visual C++ and OpenGL 3D API and successfully tested on different
real-world height maps and satellite phototextures of sizes upto 16K*16K
coupled with thousands of static objects on PCs. |
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Title: |
A NEW NON-UNIFORM LOOP SCHEME |
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Author(s): |
Sandrine Lanquetin and Marc Neveu |
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Abstract: |
In this paper, we introduce a new non-uniform Loop
scheme. It refines selected areas which are chosen manually or
automatically according to the precision of the control mesh compared to
the limit surface. Subdivision rules avoid cracks and generate a
progressive mesh with a difference of at most one subdivision level
between two adjacent faces. Moreover valences of vertices always remain
almost regular. Results obtained from our scheme are compared to those of
the T-algorithm and the incremental algorithm |
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Title: |
POINT CLOUD DENOISING USING ROBUST PRINCIPAL COMPONENT
ANALYSIS |
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Author(s): |
Esmeide A. Leal Narváez and Nallig Eduardo Leal
Narváez |
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Abstract: |
This paper presents a new method for filtering noise
occurring in point cloud sampled data, which smoothes the data set while
preserves sharp features. We propose a variant of the principal component
analysis method, which instead of using Euclidean distance in inverse
proportional weighting with computationally expensive exponential factors,
uses the Euclidean distance in the inverse proportional weighting with
linear factors. The determination of weighted factors by means of inverse
proportional linear repartition makes our variant robust to outliers.
Additionally, we propose a simple solution to the problem of data
shrinkage produced by the linear local fitting of the principal component
analysis. The proposed method is simple, fast to implement, and is shown
to be effective when applied to several data set |
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Title: |
TERRAIN SYNTHESIS BY-EXAMPLE |
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Author(s): |
John Brosz, Faramarz F. Samavati and Mario Costa
Sousa |
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Abstract: |
Synthesizing terrain or adding detail to terrains
manually is a long and tedious process. With procedural synthesis methods
this process is faster but more difficult to control. This paper presents
a new technique of terrain synthesis that uses an existing terrain to
synthesize new terrain. To do this we use multi-resolution analysis to
extract the high-resolution details from existing models and apply them to
increase the resolution of terrain. Our synthesized terrains are more
heterogeneous than procedural results, are superior to terrains created by
texture transfer, and retain the large-scale characteristics of the
original terrain. |
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Title: |
PRECISE MODELING OF ARCHEOLOGICAL ARTIFACTS |
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Author(s): |
Junta Doi, Wataru Sato, Masahiko Hoshi, Shinji
Morishita, Tomohiro Morita, Kota Sudo and Youhei Nakanishi |
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Abstract: |
Precise shape reconstruction of archeological artifacts
within 0.01 mm 3D resolutions are reported based on our proposal of a
practical, accurate, topologically robust and ranging error resistive
shape modeling procedure that approximates a real 3D object, with the
matrix-format data structure, for the resulting shape processing. Examples
of the shape processing are based on the premise of the virtual
manipulation of the 3D shape. Radial distance of each scanning point is
measured by laser triangulation. A face array listing, which defines the
sampling point connectivity and the shape of the mesh, is assigned to meet
the desired meshing. Topologically stable meshing, and hence, an accurate
approximation, free from the shape ambiguity unavoidable in the so-called
ICP (Iterative Closest Point) modeling, is then accomplished. This
proposal allows not only the precise shape modeling, but also virtual
shape manipulation for various trainings and restorations. |
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Title: |
MESH RETRIEVAL BY COMPONENTS |
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Author(s): |
Ayellet Tal and Emanuel Zuckerberger |
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Abstract: |
This paper examines the application of the human vision
theories of Marr and Biederman to the retrieval of three-dimensional
objects. The key idea is to represent an object by an attributed graph
that consists of the object's meaningful components as nodes, where each
node is fit to a basic shape. A system that realizes this approach was
built and tested on a database of about 400 objects and achieves promising
results. It is shown that this representation of 3D objects is very
compact. Moreover, it gives rise to a retrieval algorithm that is
invariant to non-rigid transformations and does not require
normalization. |
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Title: |
IMAGE MATCHING USING RELATIONAL GRAPH
REPRESENTATION |
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Author(s): |
Lai Chui Yen, Daut Daman and Mohd Shafry Mohd
Rahim |
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Abstract: |
It has been suggested that in many applications one is
better advised to extract structural descriptions from the image first.
Here, we proposed a stereo matching strategy that involves the usage of
structural description from the image. This structural matching strategy
is to address the problem of image features undergo occlusion and also the
missing feature situation. The description of the image scene was made by
constructing a relational graph that described the relationship among
image primitives. Consequently, the matching becomes the problem of
finding a match between two structural descriptions, which is represented
by relational graph. The matching between these relational graphs was
determined by comparing these structures using a graph theoretical
approach. The best available match between relational graphs can be
determined by finding the best maximal clique in an association
graph |
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Area 2 - Rendering |
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Title: |
EMPOWERING ISO-SURFACES WITH VOLUME DATA |
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Author(s): |
Danilo Medeiros Eler, Patrícia Shirley Herrera
Cateriano, Luis Gustavo Nonato, Maria Cristina Ferreira de Oliveira and
Haim Levkowitz |
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Abstract: |
Surface rendering algorithms are fast, but not suited
to applications that demand exploration of internal volume structures, as
such information is lost in conventional surface rendering. In this
article we introduce an enhanced surface rendering algorithm - named VoS,
Volume on Surface - that supports visualization of internal volume
structures. VoS integrates surface and volume rendering approaches into an
efficient framework for interactive visualization of volume information. A
ray casting is performed to map volume information onto the boundary faces
of a surface extracted from the volume grid, enabling the display of
structures internal to the surface. As such, the technique exploits the
advantages of surface rendering while keeping the volumetric information.
VoS thus offers a low-cost alternative to volume rendering in some
practical situations, as its resulting surfaces can be rendered on
commodity graphics hardware at interactive rates. Moreover, a user can
easily fine tune the color and opacity transfer function definitions,
because changes in the transfer functions are handled at the rendering
step, rather than at the costly ray-casting operation. |
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Title: |
A SYSTEMATIC APPROACH TO MULTIPLE DATASETS
VISUALIZATION OF SCALAR VOLUME DATA |
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Author(s): |
Gaurav Khanduja and Bijaya B. Karki |
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Abstract: |
Many applications require simultaneous display of
multiple datasets, representing multiple samples, or multiple conditions,
or multiple simulation times, in the same visualization. Such multiple
dataset visualization (MDV) has to handle and render massive amounts of
data concurrently. We analyze the performance of two widely used
techniques, namely, isosurface extraction and texture-based rendering for
visualization of multiple sets of the scalar volume data. Preliminary
tests performed using up to 25 sets of moderate-sized (256^3) data show
that the calculated times for the generation and rendering of polygons
representing isosurface, and for the mapping of a series of textured
slices increase non-uniformly with increasing the number of individual
datasets. Both techniques are found to no longer be interactive with the
frame-rates dropping below one for six or more datasets. To improve the
MDV frame-rate, we propose a scheme based on the combination of
hardware-assisted texture mapping and general clipping. In essence, it
exploits the 3D surface texture mapping by rendering only the externally
visible surfaces of all volume datasets at a given instant, with dynamic
clipping enabled to explore the interior of the data. The calculated
frame-rates remain above one and are substantially higher than those with
the other two techniques. |
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Title: |
A PROGRESSIVE REFINEMENT APPROACH FOR THE VISUALISATION
OF IMPLICIT SURFACES |
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Author(s): |
Manuel N. Gamito and Steve C. Maddock |
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Abstract: |
Visualising implicit surfaces with the ray casting
method is a slow procedure. The design cycle of a new implicit surface is,
therefore, fraught with long latency times as a user must wait for the
surface to be rendered before being able to decide what changes should be
introduced in the next iteration. In this paper, we present an attempt at
reducing the design cycle of an implicit surface modeler by introducing a
progressive refinement rendering approach to the visualisation of implicit
surfaces. This progressive refinement renderer provides a quick previewing
facility. It first displays a low quality estimate of what the final
rendering is going to be and, as the computation progresses, increases the
quality of this estimate at a steady rate. The progressive refinement
algorithm is based on the adaptive subdivision of the viewing frustrum
into smaller cells. An estimate for the variation of the implicit function
inside each cell is obtained with an affine arithmetic range estimation
technique. Overall, we show that our progressive refinement approach not
only provides the user with visual feedback as the rendering advances but
is also capable of completing the image faster than a conventional
implicit surface rendering algorithm based on ray casting. |
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Title: |
RELIABLE COMPUTATION OF ROOTS TO RENDER REAL
POLYNOMIALS IN COMPLEX SPACE |
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Author(s): |
J. F. Sanjuan-Estrada, L. G. Casado and I.
García |
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Abstract: |
Many geometric applications involve computation and
manipulation of non-linear algebraic primitives. These basic primitives
like points, curves and surfaces are represented using real numbers and
polynomial equations. For example, ray tracing technique rendering
three-dimensional realistic images, where each pixel need to find the
minimum positive root of intersection point when a lineal ray hit a
surface. However, the intersection between a ray and a polynomial equation
has differents roots, where each root can be a real number (without
imaginary part) or a complex number (with real and imaginary part), so
that, the number of roots is equal to degree of polynomial. In this paper,
we extend the traditional ray tracing technique to show roots in the
complex space. We use an algorithm that analyse all verified roots of
intersection point using interval arithmetic. This algorithm computes
verified enclosures of the roots of a polynomial by enclosing the zeros in
narrow bounds. The reliability of the algorithm depends on the accurate
evaluation of these complex roots. Finally, we propose differents
solutions to render a image in the complex space, where the arguments of
complex roots are used to choose the roots of intersection point in
complex space, while the color of each pixel is computed by minimum
modulus of complex roots chosen. |
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Title: |
LOCAL CONTROL FOR TEMPORAL EVOLUTION OF TEXTURED
IMAGES |
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Author(s): |
Francesca Taponecco |
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Abstract: |
We present a novel algorithm that allows producing
varying textures. The basic pattern of the texture is given by an example
and by a vector control field that defines how anisotropic textures have
to be adapted and deformed locally. By changing this vector control field
over time, animations and variations of the texture can be generated. The
method is simple, general and allows managing control and manipulation.
Significant applications can be found in producing textures in motion, in
generating dynamic features' variation in non-homogeneous textures, and,
especially, in visualizing time-varying image-based rendered flow fields
for scientific visualization. |
|
|
Title: |
AN INCREMENTAL WEIGHTED LEAST SQUARES APPROACH TO
SURFACE LIGHTS FIELDS |
|
Author(s): |
Greg Coombe and Anselmo Lastra |
|
Abstract: |
An Image-Based Rendering (IBR) approach to appearance
modelling enables the capture of a wide variety of real physical surfaces
with complex reflectance behaviour. The challenges with this approach are
handling the large amount of data, rendering the data efficiently, and
previewing the model as it is being constructed. In this paper, we
introduce the Incremental Weighted Least Squares approach to the
representation and rendering of spatially and directionally varying
illumination. Each surface patch consists of a set of Weighted Least
Squares (WLS) node centers, which are low-degree polynomial
representations of the anisotropic exitant radiance. During rendering, the
representations are combined in a non-linear fashion to generate a full
reconstruction of the exitant radiance. The rendering algorithm is fast,
efficient, and implemented entirely on the GPU. The construction algorithm
is incremental, which means that images are processed as they arrive
instead of in the traditional batch fashion. This human-in-the-loop
process enables the user to preview the model as it is being constructed
and to adapt to over-sampling and under-sampling of the surface
appearance. |
|
|
Title: |
REAL-TIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED
REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS |
|
Author(s): |
Tommy Jensen, Mikkel S. Andersen and Claus B.
Madsen |
|
Abstract: |
Knowledge about illumination conditions in a real world
scene has many applications, among them Augmented Reality which aims at
placing virtual objects in the real world. An important factor for
convincing augmentations is to use the illumination of the real world when
rendering the virtual objects so they are shaded consistently and cast
consistent shadows. The work presented in this paper aims at making robust
system capable of estimating the lighting of an outdoor scene, and apply
the light changes to the virtual augmented objects that are placed within
a real scene. The method uses an Irradiance Volume, modified to use an
environment map of a given scene, to mimic the multiple lights reflected
in a scene using Image Based Lighting, while normal Phong shading is used
to mimic the sun shading. These are combined with a Shadow Volume method
to ensure shadow interaction with the surrounding environment. For every
frame an Illumination Estimation approximates local illumination light
parameters used in the rendering of the augmented objects. The light
parameters are furthermore used to, at runtime, create new environment
maps, to update the irradiance volume. The result is a rendering pipeline
capable of handling dynamic light changes, and applying them to augmented
objects within a given scene, enabling realistic augmentations under
changing illumination conditions. |
|
|
Title: |
SIMPLE AND FAST RAY TRACING OF POINT-BASED
GEOMETRY |
|
Author(s): |
Nordin Zakaria, Bahari Belaton and Abdullah Zawawi Hj
Talib |
|
Abstract: |
We discuss in this paper a framework for simple and
fast ray tracing of point-based geometry. Our solution requires neither
implicit surface definition nor the use of non-simple rays. Points are
simply treated as disk primitives. To prevent shading artifacts due to the
use of disk representation, each ray is intersected with a few disks, and
the intersection results interpolated. Further, to speed up the ray-object
search, we adapt the KD-tree with bounding spheres structure applied in
the QSplat point splatting system (Rusinkiewicz and Levoy 2000). Our
prototype implementation is generally competitive compared to previous
point set ray tracers. Further it demonstrates considerable speedup over a
point set ray tracer based on a conventional KD-tree, while producing
images with acceptable ray-traced quality. |
|
|
Title: |
PROGRESSIVE TRANSMISSION AND RENDERING OF FOVEATED
VOLUME DATA |
|
Author(s): |
Chen Chen, Zhiyong Huang, Hang Yu and Ee-Chien
Chang |
|
Abstract: |
With development of biomedical and networking
technology, interactive volume rendering with data transmitted via the
network becomes an interesting topic. Two technical problems are data
transmission and fast volume rendering. In this paper, two schemes using
wavelet foveation are proposed and implemented: the region-based and
coarse-to-fine. The first scheme transmits and renders the region of
interest (ROI) of volume data on the client site at highest resolution for
the first time, and consequently it iteratively expands the region layer
by layer towards to the peripheral. While the second one gives a complete
image in a low resolution for the first time on the client. The detail
coefficients will be transmitted continuously and the rendering result
will be progressively refined depending on the distance to the
ROI. |
|
|
Title: |
DIFFUSION BASED PHOTON MAPPING |
|
Author(s): |
Lars Schjøth, Ole Fogh Olsen and Jon
Sporring |
|
Abstract: |
Density estimation employed in multi-pass global
illumination algorithms give cause to a trade-off problem between bias and
noise. The problem is seen most evident as blurring of strong illumination
features. In particular this blurring erodes fine structures and sharp
lines prominent in caustics. To address this problem we introduce a novel
photon mapping algorithm based on nonlinear anisotropic diffusion. Our
algorithm adapts according to the structure of the photon map such that
smoothing occurs along edges and structures and not across. In this way we
preserve the important illumination features, while eliminating noise. We
call our method diffusion based photon mapping. |
|
|
Title: |
CINEMA COMICS: CARTOON GENERATION FROM VIDEO
STREAM |
|
Author(s): |
Won-Il Hwang, Pyung-Jun Lee, Bong-Kyung Chun, Dong-Sung
Ryu and Hwan-Gue Cho |
|
Abstract: |
This paper presents CORVIS(COmics Rendering system with
VIdeo Stream) which creates comics strips from video streams. CORVIS
generates a compact comics book from a video streams of a cinema to show
an abstract story of the cinema. For this procedure, first we need to
select a set of important featuring scenes in a film and transform them
into a simplified illustration by Mean-Shift segmentation procedure. Then
we insert the stylized comics effects to each illustration cut by
considering the before and after video stream images. These stylized
effects include the speed lines and rotational trajectory. Next we place
the word balloon to show the dialogues of actors. Next, some echoic words
e.g., "BANG", will be inserted to the comic cut in a highly transformed
form to imitate the sound effects of the original film. We tested our
method to the well-known cinemas such as "Spider Man II" and "I ROBOT".
The final result shows our technique is very effective and attractive to
creating a compact comics booklet from a video streams. |
|
|
Title: |
A SURVEY OF IMAGE-BASED RELIGHTING
TECHNIQUES |
|
Author(s): |
Biswarup Choudhury and Sharat Chandran |
|
Abstract: |
Image-based Relighting (IBRL) has recently attracted a
lot of research interest for its ability to relight real objects or
scenes, for novel illuminations that were captured in natural/synthetic
environments. Complex lighting effects such as subsurface scattering,
interreection, shadowing, mesostructural self-occlusion, refraction and
other relevant phenomena can be generated using IBRL. The main advantage
of Image-based Graphics is that the rendering time is independent of scene
complexity as the rendering is actually a process of maipulating image
pixels, instead of simulating light transport. The goal of this paper is
to provide a complete and systematic overview of the research in
Image-based Relighting. We observe that essentially all IBRL techniques
can be broadly classied into three categories, based on how the scene
information is captured: Reectance function based, Basis function based,
and Plenoptic function based. We discuss the charecteristics of each of
these categories and their representative methods. We also discuss about
sampling density and light source type, relevant issues of
IBRL. |
|
|
Title: |
SKIN MODELING AND RENDERING BASED ON VISUAL
PERCEPTION |
|
Author(s): |
Azam Bastanfard and Nadia Magnenat Thalmann |
|
Abstract: |
Human skin modeling and rendering affected with a
variety of cues. These are including human visual perception of skin
texture and lighting. An attempt to mimic such attributes by computer is
an aspiring goal and challenging task. This paper proposes a novel
algorithm with two techniques as a key solution capturing such a variety
of cues to skin appearance. The idea is to capture these two
characteristics for skin rendering. The first is the skin noise generation
that developed in visual perception. The second is skin texture rendering.
These techniques discuss the skin noise simulation based on human
perception theory and simulate skin noise texture like subtle. Then, the
skin is rendered with what we call the Bidirectional Reflectance
Distribution Function Texture Magnitude technique. The original
contribution and advantages of this paper compared with other proposed
methods are simple to implement, reliable and their computations are fast
enough for an interactive environment. Experimental results demonstrate
our approach with a variety of skin texture generation. |
|
|
Title: |
A FLEXIBLE REAL-TIME FRAMEWORK FOR PRE-CALCULATED
GLOBAL ILLUMINATION SOLUTIONS |
|
Author(s): |
Markus Lipp, Stefan Maierhofer and Robert F.
Tobler |
|
Abstract: |
A framework for real-time application of
view-independent pre-calculated global-illumination solutions, retaining
the ability to adjust the intensity of light-sources after
pre-calculation, is described. High dynamic range scenes are fully
supported. The framework is highly flexible both in terms of light-source
numbers and target hardware: both high-end graphics-cards and older models
are supported. Furthermore it is orthogonal to the global-illumination
solution method and the chosen tonemapping operator, and therefore easy to
implement into existing applications. Implementation details to both
minimize memory footprint and maximize performance and flexibility are
given. The performance of this framework has been evaluated in the context
of an existing CAD application. |
|
|
Title: |
REAL-TIME RENDERING OF HIGH QUALITY GLARE IMAGES USING
VERTEX TEXTURE FETCH ON GPU |
|
Author(s): |
Hidetoshi Ando, Nobutaka Torigoe, Koji Toriyama and
Koichi Ichimiya |
|
Abstract: |
Using recent graphics hardware called GPU (Graphics
Processing Unit), we can render high quality photorealistic images in
real-time today. When rendering the scene, it is important to take into
account how human eyes percept the whole scene. Glare is a phenomenon
whereby bright light source cause spreading of light, and this effect is
widely used in computer graphics to enhance reality of brightness of the
scene. Real-time rendering of glare images is very important for recent
computer games and virtual reality environment. Current technology for
high quality glare rendering is too slow to be used for interactive
applications, and fast rendering technology is limited to generate only
blurry glare images. In this paper we introduce new technique for
rendering high quality glare images in real-time using the latest
technology called vertex texture fetch. The basic idea is to put what we
call degenerate polygons on the screen as sensors to detect bright pixels
and expand those polygons to form glare polygons where glare images are
put. Combined with some performance enhancement techniques, our method can
render very high quality glare images as fast as 60fps using modern GPU.
We expect this new technology to be used widely in the next generation
game consoles and PC games with modern GPU. |
| |
Area 3 - Animation and Simulation |
|
Title: |
MOTION MAP GENERATION FOR MAINTAINING THE TEMPORAL
COHERENCE OF BRUSH STROKES |
|
Author(s): |
Youngsup Park and KyungHyun Yoon |
|
Abstract: |
Painterly animation is a method that expresses images
with a handpainted appearance from a video, and the most crucial element
for it is the coherence between frames. A motion map generation is
proposed in this paper as a resolution to the issue of maintaining the
coherence in the brush strokes between the frames. A motion map refers to
the range of motion calculated by their magnitudes and directions between
the frames with the edge of the previous frame as a point of reference.
The different methods of motion estimation used in this paper include the
optical flow method and the block-based method, and the method that
yielded the biggest PSNR using the motion information (the directions and
magnitudes) acquired by various methods of motion estimation has been
chosen as the final motion information to form a motion map. The created
motion map determined the part of the frame that should be re-painted. In
order to maintain the temporal coherence, the motion information was
applied to only the strong edges that determine the directions of the
brush strokes. Also, this paper sought to reduce the flickering phenomenon
between the frames by using the multiple exposure method and the
difference map created by the difference between images of the source and
the canvas. Maintenance of the coherence in the direction of the brush
strokes was also attempted by a local gradient interpolation in an attempt
to maintain the structural coherence. |
|
|
Title: |
INTERACTION BETWEEN WATER AND DYNAMIC SOFT
BODIES |
|
Author(s): |
Tatiana Alexandrova, Olivier Terraz and Djamchid
Ghazanfarpour |
|
Abstract: |
The water animation by moving soft bodies, changing
their shapes, is the subject of the present work. The mechanism of
movement transformation from a body to a liquid is elaborated on the basis
of Lattice-Boltzmann method of fluid modeling. The use of boundary
conditions, destined to perform this transformation visually realistic and
computationally quite inexpensive, is one of the main innovations of our
approach. The model is applied to the jellyfish propulsion
water. |
|
|
Title: |
AN EFFICIENT TEXTURE GENERATION TECHNIQUE FOR HUMAN
HEAD CLONING AND MORPHING |
|
Author(s): |
Yu Zhang |
|
Abstract: |
This paper presents a technique to efficiently generate
a parameterized full-head texture from a single face image of the scanned
data for modeling photorealistic 3D heads. We automatically register face
scans in a database by deforming a generic head mesh to fit the specific
person's face geometry with a volume morphing approach. After the face
texture is transferred onto it, the 3D generic mesh is parameterized over
a 2D texture domain to establish a correspondence between all the scanned
textures. After having performed a vertex-to-image binding for all
vertices of the head mesh, we automatically generate a full-head texture
using color interpolation for unbound regions and weighted average splines
for visual boundary removal. We also use a deformation method to extract
ear textures from the input image for texturing individual ears. With the
exception of the initial feature point selection, our method is fully
automated. We show photorealistic and real-time head rendering and
morphing with the resulting texture. |
|
|
Title: |
VISUAL SIMULATING DICHROMATIC VISION IN CIE
SPACE |
|
Author(s): |
Yinghua Hu |
|
Abstract: |
Dichromatic vision is due to the loss of one of the
three cone pigments: the L type in protanopes, the M type in deuteranopes,
and the S type in tritanopes. In this paper, I show that the dichromatic
vision can be simulated by applying transformation to image in CIE x, y
chromaticity space. I base my work on the past experiments on unilateral
color blind (color blind in one eye) people which show that for protanopes
and deuteranopes the hue of 470 nm and 575 nm stimuli stay the same as
that for normal eyes, and for tritanopes the hue of 485 nm and 660 nm are
the same as that for normal eyes. I also assume that the hue line between
the anchored stimuli points in the chromaticity diagram is a quadratic
curve passing though D6500 standard white stimuli. My method saves the
steps for transformation of CIE chromaticity value to uniform chromaticity
value or LMS value as required in the previous work and still gets
reasonable results. |
|
|
Title: |
REALISTIC SIMULATION OF OCEAN SURFACE USING WAVE
SPECTRA |
|
Author(s): |
Jocelyn Fréchot |
|
Abstract: |
We present a method to simulate ocean surfaces away
from the coast, with correct statistical wave height and direction
distributions. By using classical oceanographic parametric wave spectra,
our results fit real world measurements, without depending on them. Since
wave spectra are independent of the ocean model, Gerstner parametric
equations and Fourier transform method can be used with them. Moreover,
they are simple to use and need very few parameters. We explain how to
accurately sample them, to achieve oceanic waves in deep water according
to given wind parameters, in a realistic way. |
|
|
Title: |
TOWARDS VISUAL-BANDWIDTH: GETTING CLOSE TO ONE’S
EXPERIMENT DATA |
|
Author(s): |
Mark R. Titchener |
|
Abstract: |
This paper presents the developments of a novel general
purpose visualisation environment SPOD (Space Odyssey), that has evolved
in relation to research needs. Our research is generally about the
analysis and measurement of chaos and complexity in time-series data, and
more specifically in deriving sleep state information from EEG/EOG. SPOD
operates essentially as an interpreter of formated data files, to display
surfaces, static and/or animated line and point graphs, in a virtual 3-D
viewing space. It comfortably handles surfaces of more than 100,000
vertexes, and combinations of more than 15,000 static and/or animated
graphs. User controls allow dynamic changes to viewing angle, lighting and
display parameters. SPOD is ideally suited to ‘scoping’ experiment data
and results, for visually debugging complex processing algorithms, or
simply providing visual insight into complex data sets. |
| |
Area 4 - Interactive Environments |
|
Title: |
A NEW METHOD FOR BUILDING LARGE-FORMAT TILED DISPLAYS
SYSTEMS |
|
Author(s): |
Sun Hanxu, Song Jingzhou, Jia Qingxuan, Gao xin, Yao
Fusheng and Cheng Tao |
|
Abstract: |
Large-format tiled display is a new emerging technology
for constructing large scale,high-resolution, immersive multi-projection
virtual environment systems, which can present high-resolution stereo
images. A PC-cluster, five- -display-channel tiled display system is built
in this paper. It produces a 5120x768 stereo image. The software
infrastructure has been designed using a retained mode sort-first parallel
rendering paradigm. This paper discusses development issues including
selecting on projectors and projection surface to support passive stereo,
synchronization tiled displays, geometric correction and color calibration
etc. Finally, overall display performance is given and future work is
mentioned. |
|
|
Title: |
INTERACTIVE MEDIA AND DESIGN EDITING FOR LIVE VISUALS
APPLICATIONS |
|
Author(s): |
Pascal Müller, Simon Schubiger-Banz, Stefan Müller
Arisona and Matthias Specht |
|
Abstract: |
This paper describes novel concepts for the interactive
composition of artistic real-time graphics, so-called live visuals. By
establishing two fundamental techniques dealing with the structured media
integration and the intrinsic design process, we significantly increase
the efficiency of interactive editing in live visuals applications. First,
we present a media manager that supports the user in both retrieval and
utilization of automatically annotated digital media. The
computer-assisted application of individual media items permits the
interactive control of non-linear editing (NLE) of video in real-time.
Second, we optimize the design process by introducing the design tree,
which collects and organizes the artist’s work in an intuitive way. Design
tree operations provide interactive high-level editing methods which allow
for exploration, combination, reuse, and evolution of designs before and
particularly during the performance. We examined the effectiveness of our
techniques on numerous long-lasting live performances from which
representative examples are demonstrated. |
|
|
Title: |
NiMMiT: A NOTATION FOR MODELING MULTIMODAL INTERACTION
TECHNIQUES |
|
Author(s): |
Davy Vanacken, Joan De Boeck, Chris Raymaekers and
Karin Coninx |
|
Abstract: |
In the past few years, multimodal interaction is
gaining importance in virtual environments. Although multimodality makes
interaction with the environment more intuitive and natural for the user,
the development cycle of such an environment is often a long and expensive
process. In our overall field of research, we investigate how model-based
design can help shorten this process by designing the application with the
use of high-level diagrams. In this scope, we present ‘NiMMiT’, a
graphical notation, suitable for expressing multimodal user interaction.
In this paper, we elaborate on the NiMMiT primitives, and afterwards a
comprehensive example illustrates the notation in practice. |
|
|
Title: |
MIXED REALITY FOR EXPLORING URBAN
ENVIRONMENTS |
|
Author(s): |
Fotis Liarokapis, David Mountain, Stelios
Papakonstantinou, Vesna Brujic-Okretic and Jonathan Raper |
|
Abstract: |
In this paper we propose the use of a particular mobile
system architecture for navigating into urban environments. The aim of
this work is to evaluate how virtual and augmented reality interfaces can
provide location and orientation-based services using different
technologies. The virtual reality interface is entirely based on sensors
to detect the location and orientation of the user while the augmented
reality interface uses computer vision techniques to capture patterns form
the real environment. The knowledge obtained from the evaluation of the
virtual reality experience has been incorporated into the augmented
reality interface. Some initial results in our experimental augmented
reality navigation are presented. |
|
|
Title: |
SPHERE–TREES GENERATION AS NEEDED IN REAL
TIME |
|
Author(s): |
Marta Franquesa Niubó and Omar Rodríguez
González |
|
Abstract: |
In this paper two improvements to speed up collision
detection are described. Firstly, a method called oncollide sphere-tree,
OCST for short, is presented. This approach works by detecting collisions
among models with arbitrary geometry using the video card’s Graphics
Processing Units, GPU. While candidate parts of colliding objects are
being detected, the OCST is constructed for collision evaluation in
parallel, at the same time. Thus, the OCST is created in real–time.
Secondly, we have tested two kinds of triangulated representation models
for the same original–objects. We have evaluated triangle–soup and
triangle–strip models to speed up the algorithm response when computing
collisions. The method has been described, implemented and tested for the
two kinds of triangulated models, and the obtained results are shown.
|
|
|
Title: |
SYSTEM ARCHITECTURE OF A MIXED REALITY
FRAMEWORK |
|
Author(s): |
Helmut Seibert and Patrick Dähne |
|
Abstract: |
In this paper the software architecture of a framework
which simplifies the development of applications in the area of Virtual
and Augmented Reality is presented. It is based on VRML/X3D to enable
rendering of audio-visual information. We extended our VRML rendering
system by a device management system that is based on the concept of a
data-flow graph. The aim of the system is to create Mixed Reality (MR)
applications simply by plugging together small prefabricated software
components, instead of compiling monolithic C++ applications. The
flexibility and the advantages of the presented framework are explained on
the basis of an exemplary implementation of a classic Augmented Reality
application and its extension to a collaborative remote expert
scenario. |
|
|
Title: |
VIEWPOINT QUALITY AND GLOBAL SCENE EXPLORATION
STRATEGIES |
|
Author(s): |
Dmitry Sokolov, Dimitri Plemenos and Karim
Tamine |
|
Abstract: |
Virtual worlds exploration techniques are used in a
wide variety of domains --- from the graph drawing to the robot motion.
This paper is dedicated to virtual world exploration techniques which have
to help a human being to understand a 3d scene. An improved method of a
viewpoint quality estimation is presented in the paper, together with a
new method for an automatic 3D scene exploration, based on a virtual
camera. The automatic exploration method is related to off-line
exploration and is made in two steps. In the first step, a ``global'' view
of a scene is computed by determining a set of ``good'' points of view.
The second step uses this set of points of view to compute a camera path
around the scene. |
|
|
Title: |
DISTRIBUTED 3D INFORMATION VISUALIZATION - Towards
Integration of the dynamic 3D graphics and Web Services |
|
Author(s): |
Dean Vucinic, Danny Deen, Emil Oanta, Zvonimir Batarilo
and Chris Lacor |
|
Abstract: |
This paper focuses on visualization and manipulation of
graphical content in distributed network environments. The developed
graphical middleware and 3D desktop prototypes were specialized for
situational awareness. This research was done in the LArge Scale
COllaborative decision support Technology (LASCOT) project, which explored
and combined software technologies to support human-centred decision
support system for crisis management (earthquake, tsunami, flooding,
airplane or oil-tanker incidents, chemical, radio-active or other
pollutants spreading, etc.). The performed state-of-the-art review did not
identify any publicly available large scale distributed application of
this kind. Existing proprietary solutions rely on the conventional
technologies and 2D representations. Our challenge was to apply the
"latest" available technologies, such Java3D, X3D and SOAP, compatible
with average computer graphics hardware. The selected technologies are
integrated and we demonstrate: the flow of data, which originates from
heterogeneous data sources; interoperability across different operating
systems and 3D visual representations to enhance the end-users
interactions. |
|
|
Title: |
URBAN CITY PLANNING IN SEMI-IMMERSIVE VIRTUAL REALITY
SYSTEMS |
|
Author(s): |
Frank Steinicke, Timo Ropinski, Klaus Hinrichs and Jörg
Mensmann |
|
Abstract: |
Virtual reality based geographic information systems
(VRGIS) have been successfully employed for urban planning and
architectural design in recent years. Tracking technologies and
stereoscopic visualization of three-dimensional structures allow a better
insight into complex datasets. Unfortunately, these systems often lack
intuitive interaction concepts and therefore reduce VRGIS to advanced
visualization environments, since manipulations of the content is not or
only rudimentarily possible. In this paper, we present a geographic
information system for urban planning tasks in semi-immersive virtual
reality (VR) systems. The objective of this approach is to provide
professional city planners with an enhanced VR interface, which enables
com- fortable interaction concepts similar to the interactions of the
real-world planning task. To assure the usability and relevance of the
developed system, urban planners have cooperated closely in the
development process. In this paper both the hard- and software
architecture of the entire system as well as VR related interaction
metaphors and their evaluation are discussed. |
|
|
Title: |
EMG AS A DAILY WEARABLE INTERFACE |
|
Author(s): |
Tiago João Vieira Guerreiro and Joaquim Armando Pires
Jorge |
|
Abstract: |
We present electromyography as an interface to control
computer applications. Our prototype makes possible for users to control
any application through muscle contractions. Electromyographic device
portability and the monitoring possibility for any muscle voluntarily
contracted can bring great benefits at the mobility level as in
accessibility issues. Through operating system events emulation and their
association with determined muscle contractions we can replace the
pointing device or some keyboard elements, achieving control of any
application. Usability evaluations validate electromyography as a daily
wearable interface where we show that it can be used even in a mobility
context. Considering accessibility, we present a synergy between
applications that ease message writing. Evaluations show that this synergy
outperforms existent text-entry interfaces, based on point and click
approaches. |
|
|
Title: |
DANCE EVALUATION SYSTEM BASED ON MOTION
ANALYSIS |
|
Author(s): |
Masahiro Tada and Masahide Naemura |
|
Abstract: |
We are conducting research on computer-aided
edutainment with a view toward creating learning environments where
anybody can acquire advanced skills. In this paper, we focus on dance
actions as a part of edutainment research and propose a method to evaluate
dance skills through motion analysis. Our method consists of wavelet
multi-resolution analysis and correlation analysis. Firstly, by using
wavelet multi-resolution analysis, we decompose complex dance motion data
acquired from a motion-capture system into different frequency components.
And by applying correlation analysis to the decomposed data, we extract
motion features that play a dominant role in evaluating sense of rhythm
and harmony of movement of each body part. By comparing the extracted
features of amateurs to those of experts, we have achieved a quantitative
evaluation method for dance skills. Through experiments, we confirmed that
there is a strong correlation amongst extracted motion features and
subjective evaluation results of dance skills. Using the proposed method,
we have developed a computer-aided edutainment system for dance. By
mapping motion-captured dance data and its evaluation results onto the 3-D
CG figure, our system enables users to visually know bad points of their
dance and acquire more advanced dance skills. |
|
|
Title: |
A BASIC GESTURE AND MOTION FORMAT FOR VIRTUAL REALITY
MULTISENSORY APPLICATIONS |
|
Author(s): |
Annie Luciani, Matthieu Evrard, Damien Couroussé,
Nicolas Castagné, Claude Cadoz and Jean-Loup Florens |
|
Abstract: |
The question of encoding movements as those produced by
human gestures may become central in the coming years, given the growing
importance of movement data exchanges between heterogeneous systems and
applications (musical applications, 3D motion control, virtual reality
interaction, etc.). For the past 20 years, various formats have been
proposed for encoding movement, especially gestures. Though, these
formats, at different degrees, were designed in the context of quite
specific applications (character animation, motion capture, musical
gesture, biomechanical concerns…). The article introduce a new file
format, called GMS for ‘Gesture and Motion Signal’, with the aim of being
more low level and generic, by defining the minimal features a format
carrying movement/gesture information needs, rather than by gathering all
the information generally given by the existing formats. The article
argues that, given its growing presence in virtual reality situations, the
“gesture signal” itself must be encoded, and that a specific format is
needed. The proposed format features the inner properties of such signals:
dimensionality, structural features, types of variables, and spatial and
temporal properties. The article first reviews the various situations with
multisensory virtual objects in which gesture controls intervene. The
proposed format is then deduced, as a mean to encode such versatile and
variable “gestural and animated scene”. |
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